Prehaps make pets "controllable"?
That's going to require a lot of implementation.
Different monsters calls for different code, pupae can only leap but the queens have ranged, melee, teleportation, and may spawn a shield. So you'll need to configure the controller for each summoned monster.
Then rearranging the controllers will be difficult. What happens to the xPawn (the old player)? Where does the RPG inventory data go? What if your monster dies, how would recall work? etc....
It's not as easy as saying that this monster is a vehicle. The closest shared parent object with monsters and vehicles is the Unreal Pawn class. In other words, they are two different things, and would require quite a bit of work.
I'm not saying it's not possible; it's just going to be time consuming. I'd rather have Wail patch up the monsters right now than adding some new features that may potentially cause new bugs.
You do seem to have a lot of ideas. If ya taught yourself UT code, you're welcomed to implement the code.
Different monsters calls for different code, pupae can only leap but the queens have ranged, melee, teleportation, and may spawn a shield. So you'll need to configure the controller for each summoned monster.
Then rearranging the controllers will be difficult. What happens to the xPawn (the old player)? Where does the RPG inventory data go? What if your monster dies, how would recall work? etc....
It's not as easy as saying that this monster is a vehicle. The closest shared parent object with monsters and vehicles is the Unreal Pawn class. In other words, they are two different things, and would require quite a bit of work.
I'm not saying it's not possible; it's just going to be time consuming. I'd rather have Wail patch up the monsters right now than adding some new features that may potentially cause new bugs.
You do seem to have a lot of ideas. If ya taught yourself UT code, you're welcomed to implement the code.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
DW_Ant wrote:That's going to require a lot of implementation.
Different monsters calls for different code, pupae can only leap but the queens have ranged, melee, teleportation, and may spawn a shield. So you'll need to configure the controller for each summoned monster.
Then rearranging the controllers will be difficult. What happens to the xPawn (the old player)? Where does the RPG inventory data go? What if your monster dies, how would recall work? etc....
It's not as easy as saying that this monster is a vehicle. The closest shared parent object with monsters and vehicles is the Unreal Pawn class. In other words, they are two different things, and would require quite a bit of work.
I'm not saying it's not possible; it's just going to be time consuming. I'd rather have Wail patch up the monsters right now than adding some new features that may potentially cause new bugs.
You do seem to have a lot of ideas. If ya taught yourself UT code, you're welcomed to implement the code.
I was about to list the Monster controls, but it slipped off my mind :banghead:. I knew right off the bat that the queen would be way to complex to use as a vehicle. Teleport range attack, melee attack, shield :swhew: . I can already see FrankytheFly abusing a controlled queen.
Now about the Monster Controls:
Pupae:
Jump: Space Bar
Melee Attack: Left Mouse
Leap Attack: Right Mouse
Krall:
Range Attack: Left Mouse
Melee Attack: Right Mouse
Jump: Space Bar
Gasbag:
Fly Up: Space Bar
Fly Down: Shift
Range Attack: Left or Right Mouse.
Brute:
Unleash Spammy Rockets ( Range Attack): Left Mouse
Melee Attack: Right Mouse
Jump: Space Bar
Skaarj:
Jump: Guess. You're Right! :cheers: Space Bar!
Dodge Left: tap a twice
Dodge Rgiht: tap d twice
Range Attack: Left Mouse
Melee Attack: Right Mouse
Skaarj Sniper:
Same controls as Skaarj except to activate their shield, you press Shift (prehaps show a bar that will tell you how long the sheild can be on for like the bar on the Mothership Turret's bar that tells you how longer you can have the shield on?)
Giant Razor Fly:
To balance an already very strong pet, you can only move it around like a spacefigher except you can stop and you attack by simply ramming into enemies.
Raptor:
Jump: Space Bar
Melee Attack: Left Mouse
Jumping Melee Attack: Right Mouse
Warlord:
Fly Up: Space Bar
Fly Down: Shift
Range Attack(Rockets): Left Mouse
Melee Attack: Right Mouse
Also, like the Skaarj Sniper, there should be a bar that tells how much longer the warlord can fly until he has to get back on the land to rest his wings.
And you know how the rockets partially track targets? Well in order for them to track their targets, you must have your crosshair on the monster otherwise it will be a dumbfired rocket
Mini - Titan:
Pretty Much the same controls as Brute except to do the stomp thing, you press shift.
Finally done with it! :banana: :banana: :banana: :banana:
I like cookies...
Setting unconfigurable (word?) controls isn't a good idea.
What if the user has ] for their fire button and right mouse button for their jump? This whole preset control system will be very difficult/unfriendly to that user.
But then again you could just grab their controls and set it to the monster's reactions from there (alt fire = monsters attack for example).
Still doesn't solve the other problems excluding the bugs: RPG facets, prioritizing, and time.
Like I said earlier:
What if the user has ] for their fire button and right mouse button for their jump? This whole preset control system will be very difficult/unfriendly to that user.
But then again you could just grab their controls and set it to the monster's reactions from there (alt fire = monsters attack for example).
Still doesn't solve the other problems excluding the bugs: RPG facets, prioritizing, and time.
Like I said earlier:
DW>Ant wrote:You do seem to have a lot of ideas. If ya taught yourself UT code, you're welcomed to implement the code.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}